Tag Archive | "Marketing"

The Indie Love Bundle


Just heard about the Indie Love Bundle – its both a very interesting marketing concept, and an incredibly good deal.

So take a look at those games, and you’ll soon realise $20 is a very small price to pay for such cracking titles…

For the love of all things awesome, please write an article about this bundle. We ♥ you!

And Yet It Moves + Auditorium + Aztaka + Eufloria + Machinarium + Osmos
6 award-winning indie games valued at 85$ for the low cost of $20!

We have crafted our games with a lot of love and passion. This Valentine’s Day we thought we would put all our love in one place. Give this amazing indie bundle to your valentine or treat yourself to some delicious gaming goodness!

Trailer Video:

We’re banding together to give you the best bundle we can. It really has been a group effort and we are trying our absolute best to give you the same well-known price point you’ve come to expect from the big distributors. But this time, we’re throwing the sale ourselves and all your purchases will go directly to the great indie teams who made these games.

This amazing bundle won’t last forever so don’t hesitate. Go grab it now!

Sale ends Friday the 19th at 11:59PM EST.

If you have any further questions or just want to say hello@theindiebundle.com feel free to contact us!

[ Love, Amanita Design, Broken Rules, Cipher Prime, Citeremis, Hemisphere Games and Omni Systems ]

Posted in Marketing, NewsComments (1)

Organic Indie Preorder Pack Postmortem


This rather excellent blog post/article by Jeffrey Rosen of Wolfire Games covers their recent Organic Indie Preorder Pack release, and makes some very interesting points, so make sure you give it a read.

In addition to John dyeing his beard pink, we promised that we would write a postmortem report on our recent “Organic Indie Preorder Pack” promotion. Here it is!

To recap, a couple of weeks ago, we ran a promotion with fellow San Francisco developer, Unknown Worlds, bundling preorders of our two upcoming games together, Overgrowth and Natural Selection 2, for $39.95.

The promotion was notable because

  • Neither game is finished yet. This was a preorder pack, not your usual deep-discount bundle of older games. We are humbly funding our development directly with preorders from the community.
  • All current preorderers of Natural Selection 2 were given a free copy of Overgrowth, and vice versa. This represents several thousand free copies being exchanged and is a huge cross-over between two active communities.
  • There was no middle-man. Many distributors are well-known for offering “indie bundles” and crazy sales, but they take an NDA-protected cut of each sale. In the Organic Preorder Pack, 100% of the proceeds went to the developers: 50 / 50.
  • The corollary: there was no marketing team. We sent out some emails to the gaming blogs, but the overwhelming majority of the bundle was fueled by word of mouth and organic buzz on services like Twitter and Facebook.
  • The promotion greatly exceeded all of our expectations and blew up to be the biggest thing to ever happen to us. We sold more preorders in one week than we had sold in a year, previously.

Without further ado, let’s get to the data.

Sales Numbers

Sales data
The breakdown — note the pink beard marker.

There is a lot to cover here, so let’s begin with the relative magnitude of the sale.

Originally, we had 1100 preorders of Overgrowth, since announcing preorders a little over a year ago. In one week, we sold 1658 packs. That represents almost exactly one year’s worth of preorder revenue, in a single week.

We expected the promotion would probably have an explosion when it was first announced but would then quickly taper off. On the contrary, sales were surprisingly steady throughout the entire week. The largest sales burst was, predictably, in the last hours of the promotion (we had a neat countdown timer). In future promotions, it might be a good idea to somehow extend the promotion by an hour or so, because in the last hour, we were doing about one sale per minute. We had 3 sales in the last 30 seconds alone. There clearly were many people who were enticed by last minute chatter (literally). Since our data shows almost no deceleration, I have to wonder what would have happened if we extended it for a week.

Regular Preorders Increased

We expected that the promotion would cannibalize regular preorders for Overgrowth and Natural Selection 2. On the contrary, while the Organic Indie Preorder Pack was live, both Wolfire and Unknown Worlds noticed a significant increase in regular preorders.

To be clear — there was no reason to preorder Natural Selection 2 Special Edition during the promotion, since you could have gotten Overgrowth “for free” by ordering the pack. Certainly some people ordered it by accident, and we obviously refunded them. However, even after accounting for that, preorders were significantly up.

I attribute this to two reasons:

  • People compensating for cannibalization. We noticed quite a few NS2 preorderers who said “I had my eye on Overgrowth for quite a while, and I feel guilty about getting it for free”, and then preordered it. This was totally unexpected, but the donations were heartwarming.
  • People hearing about Overgrowth or Natural Selection 2 for the first time due to buzz about the pack, but deciding to preorder regularly. Maybe they liked aliens but not rabbits (or vice versa), or maybe they had money to burn and decided to support both teams fully.

We experienced this last year as well when we offered Lugaru for free temporarily. Even though it was free in the MacHeist Giving Tree promotion, regular Lugaru sales increased because people just wanted to support us.

Breakdown Across Payment Processors

Sales data
The breakdown of payment services.

We like to support as many different payment providers as we can. These are the services responsible for actually accepting payments (via credit card, bank account, etc.) We use them directly because they only charge pennies more than the raw credit card merchant fees (2.9% + 30 cents) while middle-man processing services will charge quite a high percentage for simply accepting a credit card payment.

Most people only support PayPal, but this graph shows that having Amazon and Google Checkout was appreciated by over 25% of our customers. I can’t tell you how much this increased the bottom line, because people who used Amazon and Google may also have been willing to use PayPal had the other services been absent. The data might also make PayPal look much more popular than it really is because we had PayPal as the default option, and surely some people simply didn’t care to change it.

Social Media

Like most sites, we have Google Analytics installed so we can see who is linking to us and so on. One really interesting metric we can track is the number of people who purchased the Preorder Pack sorted by their referral source. In other words, how many sales of the pack did a given site generate by linking to us?

I don’t really want to say how many sales one blog drove versus another blog, since that may be kind of personal to the blog owners and not terribly useful to anyone (you don’t have any legitimate control over what blog will cover you). However, one fascinating point is the social media sites.

We have long since been advocating social media, and this really drives the point home:

Facebook [420 shares] and Twitter [459 retweets] along with ModDB, Reddit, and YouTube generated maybe one third of our sales. Each source dwarfed even the largest gaming news sites that posted about us, which then dwarfed the long tail of small forums and personal blogs that mentioned the pack.

Granted, they all work together. For instance, someone might hear about the pack from TIGSource and then share it on Facebook, which would count as a Facebook referral. Google can’t provide this kind of data [yet].

It is hard to quantify, but we were hoping that people who received a free copy of the pack (by previously preordering Overgrowth or Natural Selection 2) would tell their friends, and I suspect that is where many of the Facebook shares and tweets came from.

The Digg Effect

Also of note, right in the middle of the promotion, one of our daily blog posts blew up. I wish we could take credit and say we masterminded a super viral blog post to spread around the internet and land people on the site, but sadly, it was pretty random. We did, however, put extra effort into writing quality blog posts in order to impress the new Natural Selection 2 community (it is hard to compete with the awesome Unknown Worlds team!) Little did we know that David’s OpenGL vs. DirectX piece would turn into the #1 Digg article of the day.

I want to write a blog post about that, because that was quite an event alone, however, I will summarize it here.

David posted his OpenGL blog post in the evening, as usual. When I went to bed, I noticed that it was receiving some attention on Reddit (not that unusual — RSS readers are on the ball!) When I woke up, it was the #1 story on at least three sub-reddits and had even hit the Digg front page. Long story short, we received about 200,000 visits from Digg, Slashdot, Reddit, Hacker News, StumbleUpon and many other sites.

Untargeted, burst traffic like this is famous for its short attention span — from what I’ve read, they will typically skim the article in question and then bounce. However, when looking at the analytics for this postmortem, I was surprised to find that I can attribute roughly 100 sales of the pack directly to Digg, Slashdot, Hacker News, and other links to David’s OpenGL article. Granted 100 is less than half of one percent of 200,000, but it is quite a large number as far as I am concerned, especially because the pack was not even part of the article in question.

Luckily we use Google App Engine as a host. This kind of traffic means nothing to App Engine (although Wolfire finally exceeded the free quota and Google did bill us 11 cents for the traffic).

Sales data
Requests per second to the blog post as it moved around the web.

What’s more important than what happened, is what didn’t happen. App Engine didn’t falter, and the site stayed as responsive as ever. One of my pet peeves is when sites go down during their big moment. Imagine if the Preorder Pack page died because an unrelated OpenGL manifesto was passed around the internet. That would be devastating and this postmortem would likely read as a tragedy not a triumph.

Thanks for the Support!

Finally, I’d just like to say thanks. This was a really important promotion and is a small taste of “you know, this just might actually work” which is really inspiring when you’ve been working non-stop on a project for 1.5 years. Morale is high, and we are already making plans on how we can use this new influx of cash to help with development (in addition to upgrading our Subway sandwiches to have extra cheese from time to time). More on this later!

I’d also like to thank everyone in the IRC channel and forums for helping all of the newcomers with Overgrowth and bearing much of the increased support burden. Because of the community help, John was able to manage our live chat service and maintain an empty inbox for almost all of the promotion! We got a lot of compliments on our fast support even though we are a miniscule indie game company.

Misc notes

Here’s some random trivia that I’d like to mention, but might not be worth its own subsection.

The Preorder Pack was conceived at a monthly San Francisco game developer meetup with Unknown Worlds called the Post Mortem. In the span of about 15 minutes, we decided “hey, it would be awesome to bundle our games together!” We took longer to flesh out the details at another meetup, but it was a breeze since we are independent. The site took maybe 4 days of serious work to create. Within a couple of days of the end of the promotion, we gave Unknown Worlds a check for their half plus official reports from PayPal, Amazon, and Google. This doesn’t sound too remarkable, but we sometimes have to wait several months for payments on Lugaru from professional distributors, and have to take their word for it that the amount is right.

Since it was such a low hanging fruit, I added a gift option to the Preorder Pack. About 5% of the packs were bought as gifts. It would be interesting to have run it through the holiday season and see how much this number would change.

We knew we could count on awesome sites like these to cover the pack. However, one idea we had to attract the giant gaming sites was to give them several gift copies of the pack so they could do a reader contest [we gave these to all sites]. Sadly, we still have yet to get a mention by the larger sites.

We decided to make the YouTube video announcing the Preorder Pack public about an hour before the planned launch so that blogs would have time to embed it. Within a few minutes of making the video public, some savvy YouTube subscribers purchased the pack.

We originally thought that 1000 sales of the pack was a pipe dream, hence the pink beard “incentive”. John manned up and delivered the promised video, though.

Preorderers seemed really excited to discover that their old purchase had spontaneously entitled them to an extra game. Special perks like this for preorders seem like a great way to combat the negative trend of “if I wait long enough, I can find the game for $0.25 in Walmart’s bargain bin”.

Conclusion

John said it in his talk at GDC Austin and you’ll hear him say it again at the main GDC in San Francisco next month: open development is key, especially when you are small. If we had been in stealth mode for 1.5 years, we simply would not have had the awesome community to have made this possible. The Wolfire experiment is far from over, but hopefully this humble promotion will lend a little more weight to John’s upcoming GDC talk.

Comment on this post in our forums

Posted in Marketing, Self-publishingComments (1)

The Idiot’s Guide to Marketing Your Indie Game


There are already a bunch of articles on how to get your indie game out there. Kieron Gillen banged on about it. Rob Fearon put a sarcastic twist on it. Rodain Joubert 4-paged the sucker. Yet while each is giving it to the masses straight, it would appear that’s just not straight enough.

I’m one of the editors at Indiegames.com, a sister site of Gamasutra and one dedicated to covering all the latest independent gaming news. I receive roughly between ten and twenty emails a day, ranging from indie press releases to reminders about games to follow-ups on past correspondence. The misconception that gaming sites won’t want to cover your game because it’s ‘not important enough’ is slowly being lifted, and independent developers in general are beginning to realize that PR is actually a huge factor in selling your product.

This, however, doesn’t mean that developers are marketing their games correctly. I receive a good number of emails a day which, quite frankly, go straight in the virtual bin, bouncing off the rim in the process. It’s all well and good throwing me some information regarding your latest venture, but there are right ways to go about it, and then there are not-so-right ways. Which got me thinking – while all the previously mentioned guides do a great job of pointing developers in the right direction, none of them really get right down to the nitty gritty and just simply spell it out.

Hence! Nitty gritty time it is. In this guide, I’ll be explaining exactly what it is you, the budding games developer, should be providing me, the eager games journalist, with. Before I start, however, please be very much aware that certain aspects of this are going to be personal preference. Clearly I cannot vouch for the entire games journalism industry, however I do believe that following these rules will at least give you a basis for which to build on. And if all else fails, at least you’ll know how to contact IndieGames.com in future!

1: The essentials

Before you even begin to think about spreading your news, there are certain bases you need covered. The following may sound painfully obvious to some, yet I still constantly come across developers who haven’t laid the foundations properly. Said foundations are:

A website – either a developer site containing all your projects in one place, or a dedicated site for a single game. Regarding whether or not it’s worth purchasing a real .com address or simply opting for a Blogger or Wordpress, my advice is get the .com. It costs $15 a year and gives your outfit a sense of professionalism. Of course, you can then go ahead and link a Wordpress blog to it.

A development blog – having a place where I can keep track of all the latest work on your title makes all the difference. Provide screenshots, WIP videos, insights – it’s all good. Just make sure it has a working RSS feed!

A trailer – once your game is good to go, you need a quality trailer to show it off in motion. If you think you have the skills to do this yourself, by all means go ahead. Just please, for the sake of everyone, follow these simple guidelines:

a. Do not accompany the action with generic dance/house/metal/screech music. Find something which creates a satisfying atmosphere for what the viewee is witnessing. You may even want to find someone to create an original soundtrack for your trailer. For example, if 8-bit sound and chiptune is your port of call, the 8-bit Collective community are more than willing to help out games developers.
b. Do not spam the trailer with inane titles and movie-style narration. I’m watching your trailer to see the game, not a story about ‘ONE MAN, ONE MISSION, THOSE HE LOVES ALWAYS LEAVE HIM’.
c. Give it some style. Don’t just record yourself running around one room in the game for three minutes – that is bound to be incredibly boring. Show off the game’s best features, best puzzles, best effects.
d. Do not make it too long (or too short, for that matter). My personal attention span begins to wane around the two minute mark, so you may want to aim round about there.

(Optional) A Twitter account
– this one isn’t exactly an essential, but it definitely can’t hurt matters. Many indie developers have taken to announcing big news about their various games on Twitter even before posting to their website, and Twitter has really come into its own as the source of independent gaming news over the last six months.

2: Locate your points of attack

It’s time to storm the media battlefield. There are a plethora of sites out there that cover indie games, including the likes of:
RockPaperShotgun
IndieGames
TIGSource
Play This Thing
Pixel Prospector
XNPlay (for Xbox Live Indie Games)

Your best plan of attack? Be prepared to contact everyone. If your game really is ‘all that’, then someone is bound to bite, right?

3: Write the email

Many developers get to this hurdle and end up with their face in the mud. Writing a good email is the most tricky aspect of marketing your indie game. It’s a minefield, and you will most definitely trip some of those explosives. Hopefully, however, you can also cause some good explosions.

This is the part at which I have to humbly remind you again – what I’m about to detail is, to my knowledge, personal preference. I’m going to give it to you straight regarding the format of your press release, and what I would like to receive. This may or may not be what, say, John Walker at RockPaperShotgun wants, or Derek Yu at TIG deems suitable reading. Yet I’m going to go out on a limb and state that it really can’t be that far from what others expect.

Let’s get started.

a. The subject line
– Make this plain and simple, containing exactly what I need to know. You can go for ‘New Indie Game: MyGame’ or ‘Indie Game Submission: MyGame’ or ‘MyGame: a physics-based puzzler’. Do NOT, however, use lines like ‘FOR IMMEDIATE RELEASE: AN INCREDIBLE NEW INDIE GAMING EXPERIENCE’ or ‘Badass Entertainment Press Release: MyGame Is Here’. You are not a robot, stop acting like one.

b. Say hi – some may say it’s not essential, but I beg to differ. If I open up an email and it begins with ‘Yada Interactive have teamed up with Blabla to bring you a gaming experience…’, I’m immediately put off. Yet, if a message begins with a friendly ‘Hey Mike, my name is Name Here and I just recently released MyGame’, I’m much more likely to take an interest. Again, be a real human being!

c. Say your piece – now that you’ve got the reader’s attention, tell them what it is you came to say quickly and to the point. There are a number of different methods that work for me. Some send a single paragraph which simply explains the point of the game. Others opt for writing a few paragraphs and going into a little more details. Both are perfectly reasonable as long as you explain exactly what kind of game you’re promoting, what the general idea behind the experience is and how exactly I can go about playing it, be it a link to a flash game or an Xbox redeem code. When it comes to the question ‘Should I ask whether they’d like to receive my game or just send it straight away?’, a quote from Rob Fearon will do nicely here: ‘Don’t hold off on review copies. Don’t ask “would you like one?” just bloody send it.’

d. Plant your links – it sounds so simple, but you’d be surprised by the number of developers who don’t provide links to their games in promotional emails. The fact is, if I’ve read what you have to say and feel interested in exploring more, I’m going to go trigger-happy with my mouse on whatever you provide. Links to your developer/company website, the game’s website, your development blog and the Xbox Marketplace page (if it’s an XBLIG/XBLA title) are all essentials. Of course, it goes without saying that you should make sure that all links are relevant!

e. Video and screenshots – as a general rule, I would always go with embedded images over attached. It means the reader definitely sees them, and also adds a little colour to the email. Another ‘well duh’ moment, but make sure all screenies are hi-res! Regarding your trailer, make sure you provide a link to either a page containing your video, or a direct link to it on Youtube/Vimeo etc.
Just to make this even easier to understand, I’m now going to use the above guidelines to create a mock email. Let’s say my name is Hank Scorpio, and I’ve created a game called ‘Be the Villain’ under the developer name Globex. My email may go something like this:

From: hank@globex.com
To: editors@indiegames.com

Subject: Indie Game Submission: Be the Villain

Hey Tim and Mike,

my name is Hank Scorpio and I create independent games under the name Globex. I’ve just released my latest indie title and I’d love if you’d check it out and consider featuring it on the IndieGames Blog.

The game is called ‘Be the Villain‘ and it’s a spy vs spy real time strategy. Featuring a single player campaign with over 50 missions, it’s set in a world similar to that of James Bond, but with a twist – for you control the enemy, plotting to take over the world! The game is solely developed by myself, and features a full musical score and a unique 16-bit graphical style.

A trailer can be found via Youtube here. If you’re interested, the game can be found on my website under the Games tab.

Thanks for your time and I look forward to hearing from you!

Hank Scorpio
Globex

Simple, no?

4: Don’t give up, but don’t be a broken record either

So you’ve sent your email off to various sites, and after a week no-one has responded. Clearly they all hate your game, right? Unfortunately, your game may be well worth promoting, but for reasons unknown to you, the recipients just didn’t spend the time checking it out enough. That’s right – you may have done absolutely nothing wrong whatsoever, yet you’ve STILL been given the cold shoulder.

The problem is this – real life. Everyone is part of it. Sometimes it makes you happy, and other times not so. The truth is that the reader’s mood has quite a part in determining whether or not they’ll receive your gaming news in good spirits or not. Catch them on a good day, and they may just want to take your game and put it on their site. Contact them while they’re hungover, feeling irritated or just in a general bad mood and your chances become more slim. It’s a horrible fact, and one which is completely out of your control. Or is it?

The key is to brush yourself off and give it one more try. Don’t just resend the original email again, though. Rewrite it ever so slightly, change the subject line, then power it back out there. Maybe, just maybe, this time someone will be feeling good about life and give you a look-in.

Of course, if you hear nothing back a second time, it’s probably fair to say that people simply are not interested. At this point you’re going to need different assistance. Good luck with that.

Hopefully this guide has given you ideas on how to propel your project into the limelight. A final note – never be disheartened. Assuming you’re making games because it’s a passion of yours, it really shouldn’t matter to you whether your game is received with praise or not, as long as you’re creating exactly what you want to create. After all, that’s the point of being ‘indie’, right?

Article Author: Michael Rose

Gamasutra

Comment on this post in our forums

Posted in MarketingComments (6)

Marketing – Press Distribution Services


One of the easier ways to get information out there about your game is to use a press distribution service. Generally, for a fee, these services will target your release to a number of different industry press contacts.

One exception to the fee rule is the wonderful GamesPress:

http://www.gamespress.com/

Games Press is the definitive one-stop PR resource for the games industry. The site is updated daily with press releases and artwork from publishers, developers, distributors and PR agencies, and we send out an e-mail digest of new material each day.

The following list includes the fee charging distribution services, and details of their fees:

http://www.gamerelease.net/

GameRelease.net is a press release distribution service for game developers to promote their own products. You may use the service by joining to GameProducer.net Insiders.

Create & distribute PR stories for a low price of $9.97 per month (or $99.70 per year). You may release several press releases per month and promote your own products. Press releases are emailed to over a hundred game specific contacts.

http://www.softpressrelease.com/

Carry out press release distribution to the gaming media including PC game magazines (PC Gamer, PC Zone, Game Informer) and websites (GameSpy, GameSpot). Depending on the target audience of your news, press releases can be also sent out among lifestyle, family & parenting, education or whatever media.

More expensive this one – with fees for a single release from $140.

http://www.mitorahgames.com/Submit-Game-Press-Release.html

Use the service to distribute your game press release to over top 200+ computer games publications. All of the contacts have a strong online presence. Most are game news and reviews sites. Some are Gaming magazine sites etc.

Indie Budget Pricing is (1) Game press release distribution and a quick quality check for $59.95 or (2) Game press release distribution and co-writing for $89.95.

http://prmac.com/

One for Apple developers – Macs/iPhone. Each press release is sent to a different media list depending on its channel. They review every release and provide feedback on changes to make to enhance its effectiveness. 

Services are – a free distribution service, an extended distribution for $18.75 or a press release writing services for $70.00 (which includes extended distribution).

Tier One Services

The next level up, both in the number of contacts you can reach and the costs, are the Tier One services. These can be several hundred dollars per release, but their coverage can be exceptional.

The Tier One Distribution Companies are:

Summary

Sending press releases is a key way to promote your game, company or services. Even just using a free service like GamesPress will typically get you some good coverage.

It has to be said you can’t really go wrong with gamerelease.net either, it is very low cost and they cover a decent number of game press contacts.

Beyond this it really depends on your resources, but there are plenty of options out there, so you can easily tailor a package to suit your budget.

Comment on this post in our forums

Posted in Directory, MarketingComments (3)

Winning iPhone Strategies


Winning iPhone Strategies assesses the iPhone landscape from the perspective of developers: from independent lone or small team developers, to agencies creating apps for clients, to iPhone related startups.

It aims to answer the question “how do I market my app?” by showcasing the strategies of developers who have seen recent commercial success.

Read the full Article here:

Comment on this post in our forums

Posted in MarketingComments (1)

Simple marketing steps for self publishing developers


With a new route to market firmly manifested in the self publishing model via digital distribution on console, PC and various app stores, developers of all sizes are presented with new unfamiliar decisions to make that go beyond those usual questions of the core development process. 

One of those questions should be “How do I get people to know about and start playing my game?” which falls into the paint pot of dark art named “Marketing”. Actually it’s not as daunting as I make out and below are some very simple thoughts and insights on how to get started with your marketing strategies, if you are fledgling developer publishing your first game. 

Start talking!

Create a website with interesting content, a developer diary, a regularly updated blog, add a twitter feed and start tweeting. This is your shop window, but don’t just think about it as way to sell your product, use it to become a part of the gaming community. Get personal. Define yourself and tell your story. Why are you making games? Which games do you like? Leverage your development process and use it as part of the content. Tell the world about your opinions and beliefs AND of course tell them about your game, the interest it’s getting and how it’s reviewing.

Create assets.

This is particular bug bear of mine as it sometimes it can feel like a blood and stone mission prising assets from the talented hands of developers. Your game assets are a powerful and integral communication tool, so if you are confident about them, share them with the world. Use your blog to display early concept art or character and level designs. Think carefully when capturing & selecting screen shots as journalists can only choose from the range you have provided. Set up a youtube channel and show early videos of the game in its development, create trailers to show features and modes of the game, once the game is out, challenge others to show off their journeys to their highest scores. Importantly, make sure you allow plenty of time to create the assets and provide the best quality wherever possible.

Get familiar…

…with the gaming press. These guys are going to be your best friends so cosy up to and add them to your promo code and Christmas card lists. It can take years to make these relationships happen, so don’t feel overwhelmed by the vast amount of gaming mags and websites out there. Remember that they are at the top of the opinion formers food chain so it’s best to feed them the good bits. Indie Vision provides a list of contacts which is a good place to start.

The above points are really only the beginning, so if you want to understand more about how marketing can make your game a success, please get in touch through www.playreplay.net   

Thanks to Oliver Birch (oliver.birch@playreplay.net)

Comment on this post in our forums

Posted in Marketing, ResourcesComments (0)

Online Marketing – Contacts List


Please be aware this is an on-going list of websites to contact when issuing press releases, game information, etc… Please help us fill in the blanks!

We intend to add to this list on a regular basis, and we shall also be posting a series of in-depth articles on indie marketing. So here we go to get the ball rolling.

News/Features Sites

http://www.develop-online.net/
Contact – Michael.French@intentmedia.co.uk

http://www.gamespress.com/
Contact – mail@gamespress.com

Indie

http://gamerbytes.com/
Contact – Ryan Langley ryan@gamerbytes.com

http://www.indie-gamer.co.uk/
Contact – David Crookes info@anotherlevelmedia.co.uk

http://www.tigsource.com/
About / Contact – http://www.tigsource.com/pages/about

http://www.indiegamer.com/
Forums only – Join to post.

http://actionbutton.net/
Submissions – 108@actionbutton.net
About – http://www.actionbutton.net/?page_id=43

http://jayisgames.com/
Submissions – http://jayisgames.com/game-submit/

http://www.gameproducer.net/
No Contact

http://www.indiegames.com/blog/
Contact – editors@indiegames.com

http://www.velocityvector.com/indiegames/
Register and log in to submit

http://www.gamersgame.com/independentgames/
No Contact

http://www.thatvideogameblog.com/
Contact – http://www.thatvideogameblog.com/contact/
Become a contributor – http://www.thatvideogameblog.com/writers/

http://www.gametunnel.com/
Submit Game – http://www.gametunnel.com/html/modules.php?name=Feedback
Submit News – http://www.gametunnel.com/phpBB/viewforum.php?f=1

http://www.bytten.com/
Submit Content – http://www.bytten.com/submit.php

http://playthisthing.com/
Suggest Game – http://playthisthing.com/suggestions
Contact – http://playthisthing.com/contact

http://www.pc-games-and-reviews.com/independent-game-reviews.html
Contact – http://www.pc-games-and-reviews.com/contact.html

http://www.madmonkey.net/
Add Review – http://www.madmonkey.net/page.cgi/addreview?id=8

http://www.geekngamer.com/
Contact – http://www.geekngamer.com/contact.php

http://gamermom.wordpress.com/
Contact – jennemede@gmail.com

http://gamesruleok.com/
Contact – http://gamesruleok.com/contact

http://www.kiamaindependent.com.au/category/game_reviews/
Contact – http://www.kiamaindependent.com.au/contact_us

http://www.bytejacker.com/
Suggest a Game – Form on front page.
Contact – suggestions@bytejacker.com

http://www.indieflux.com/
Contact – http://indieflux.com/contact-me/

http://www.honestgamers.com/
Cotact – http://www.honestgamers.com/contact.php
Users can register to contribute revies and other content.

http://www.indiegamemag.com/
Submit News, Review etc. – http://www.indiegamemag.com/submit

http://www.gamezebo.com/
Contact – http://www.gamezebo.com/contact

Mainstream

http://www.gamershell.com/
Contact, Submit News, etc. – http://www.gamershell.com/about/contactus.html

http://www.casualgaming.biz/
Contact – Michael.French@intentmedia.co.uk

http://www.independent.co.uk/student/student-life/technology-gaming/
Contact – http://www.independent.co.uk/service/contact-us-759589.html

http://www.gamespot.com/
News Contact – news@gamespot.com
Main Contact – http://www.cbsinteractive.com/contacts.php

http://www.ign.com/
Main About – http://corp.ign.com/
Main Contact – http://corp.ign.com/contact.html
Press Contact – http://corp.ign.com/contact_submit.html
Contact – Greg Miller gmiller@ign.com

http://www.thelostgamer.com/
Contact – mildrop@thelostgamer.com

http://www.g4tv.com/
Contact Press Releases – http://g4tv.com/g4/press/index.html
Kristina Levsky
323-692-5385
klevsky@g4tv.com
Kelly Susco
323-692-5214
ksusco@g4tv.com

http://www.gametrailers.com/
About / Contact – http://www.gametrailers.com/aboutus.php

http://videogames.yahoo.com/
No Contact.

http://www.gamedaily.com/
About / Contact – http://www.gamedaily.com/about/contact-us/

http://www.1up.com/
Editorial Staff – http://www.1up.com/do/minisite?cId=3145547
Contact – feedback@1UP.com

http://www.videogamenews.com/
No Contact

http://gamerblips.dailyradar.com/
http://www.gamesradar.com/
About – http://www.gamesradar.com/about-us
Contact – http://www.futureplc.com/future/contacts.jsp

http://www.kotaku.com/
About / Contact – http://www.kotaku.com/about

http://www.totalvideogames.com/
Contact – http://www.tvgmedia.com/

http://www.computerandvideogames.com/
Contact – http://www.futureplc.com/future/contacts.jsp

http://www.gametab.com/
Editorial Staff – http://www.1up.com/do/minisite?cId=3145547
Contact – feedback@1UP.com

http://www.kombo.com/
Contact – http://corp.advancedmn.com/contact.html

http://www.digitalsomething.com/
About – http://www.digitalsomething.com/about
Contact – http://www.digitalsomething.com/contact.php

http://www.joystiq.com/
Contact / About – http://www.weblogsinc.com/

http://www.gossipgamers.com/
Contact – http://www.gossipgamers.com/contact/

http://sarcasticgamer.com/
Parent Site – http://www.complexmedianetwork.com/

http://www.shacknews.com/
Submit News – http://www.shacknews.com/extras/submit_news.x

http://www.holyfragger.com/
Contact – http://www.holyfragger.com/contact/
About – http://www.holyfragger.com/about/

http://news.vgchartz.com/
General Contact – admin@vgchartz.com

http://www.gamepro.com/
Contact – http://www.gamepromedia.com/media/?id=501&type=22
Also user can register to submit user reviews.

http://www.gameinfowire.com/
Contact – http://gameinfowire.com/support/contact.asp

http://www.spong.com/
Contact – http://spong.com/about/contact-us

http://www.gameplaymonthly.com/
No Contact

http://www.ugo.com/games
Contact – http://www.ugo.com/ugo/html/static/contact.asp

http://www.beefjack.com/
Submissions – http://www.beefjack.com/home/submit-to-us/

http://www.crispygamer.com/
Contact – http://www.crispygamer.com/contact.us/

http://www.gamerecoil.com/
News Editor Contact – saireuh@gmail.com

Indie Events and Orgs

Nintendo specific

http://www.nintendolife.com/
Contact – Darren Calvert darren@nintendolife.com

http://ds-x2.com/
Contact – Dennis Stam dennis@ds-x2.com

iPhone specific

http://www.touchreviews.net/
Request Review – http://touchreviews.net/index.php/request-review/

http://www.fingergaming.com/
Contact – http://fingergaming.com/contact/

http://toucharcade.com/
Contact – tips@toucharcade.com

http://www.pocketgamer.co.uk/
Contact – spanner@pocketgamer.co.uk

Sony specific

http://www.pspminis.com/
Contact – info@pspminis.com

http://www.pushsquare.com/
Contact – TBC

http://www.thesixthaxis.com/
Contact – Alex Carroll al@thesixthaxis.com

XBox specific

http://www.xbox.com/games/community/default.htm

http://www.teamxbox.com/

Comment on this post in our forums

Posted in Directory, MarketingComments (13)


About indievision

indievision is here to help promote the interests of indie studios, and provide information, advice & contacts essential for running a successful studio.

What We Do

Ask I.V.


Ask I.V.




Contributors Needed

We are looking for contributors to provide content for the site - articles, useful resources & information, business advice, etc.

You will be fully credited for all contributions you provide, along with email & web links and our eternal gratitude!

Contact Us